remove manual loading of NoteField::ComboStoppedCommand and use LoadAllCommands instead

This commit is contained in:
Chris Danford
2006-12-19 01:35:51 +00:00
parent f0c8b94b21
commit 8638b12928
2 changed files with 9 additions and 5 deletions
-3
View File
@@ -23,7 +23,6 @@
static ThemeMetric<bool> SHOW_BOARD( "NoteField", "ShowBoard" );
static ThemeMetric<bool> SHOW_BEAT_BARS( "NoteField", "ShowBeatBars" );
static ThemeMetric<float> FADE_BEFORE_TARGETS_PERCENT( "NoteField", "FadeBeforeTargetsPercent" );
static ThemeMetric<apActorCommands> COMBO_STOPPED_COMMAND( "NoteField", "ComboStoppedCommand" );
static ThemeMetric<float> BAR_MEASURE_ALPHA( "NoteField", "BarMeasureAlpha" );
static ThemeMetric<float> BAR_4TH_ALPHA( "NoteField", "Bar4thAlpha" );
static ThemeMetric<float> BAR_8TH_ALPHA( "NoteField", "Bar8thAlpha" );
@@ -56,8 +55,6 @@ NoteField::NoteField()
m_iBeginMarker = m_iEndMarker = -1;
m_fPercentFadeToFail = -1;
this->AddCommand( "ComboStopped", COMBO_STOPPED_COMMAND );
}
NoteField::~NoteField()
+9 -2
View File
@@ -71,7 +71,7 @@ static Preference<float> m_fTimingWindowScale ( "TimingWindowScale", 1.0f );
static Preference<float> m_fTimingWindowAdd ( "TimingWindowAdd", 0 );
static Preference1D<float> m_fTimingWindowSeconds( TimingWindowSecondsInit, NUM_TimingWindow );
static Preference<float> m_fTimingWindowJump ( "TimingWindowJump", 0.25 );
Preference<float> g_fTimingWindowHopo ( "TimingWindowHopo", 0.25 );
Preference<float> g_fTimingWindowHopo ( "TimingWindowHopo", 0.25 );
@@ -128,6 +128,7 @@ Player::Player( NoteData &nd, bool bShowNoteField, bool bShowJudgment ) : m_Note
if( bShowNoteField )
{
m_pNoteField = new NoteField;
m_pNoteField->SetName( "NoteField" );
}
}
@@ -345,7 +346,10 @@ void Player::Init(
m_fNoteFieldHeight = GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD;
if( m_pNoteField )
{
m_pNoteField->Init( m_pPlayerState, m_fNoteFieldHeight );
ActorUtil::LoadAllCommands( *m_pNoteField, sType );
}
m_vbFretIsDown.resize( GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer );
FOREACH( bool, m_vbFretIsDown, b )
@@ -1421,7 +1425,7 @@ void Player::StepStrumHopo( int col, int row, const RageTimer &tm, bool bHeld, b
/* AI will generate misses here. Don't handle a miss like a regular note because
* we want the judgment animation to appear delayed. Instead, return early if
* AI generated a miss, and let UpdateMissedTapNotesOlderThan() detect and handle the
* AI generated a miss, and let UpdateTapNotesMissedOlderThan() detect and handle the
* misses. */
if( score == TNS_Miss )
return;
@@ -1608,6 +1612,7 @@ done_checking_hopo:
}
}
// TODO: Remove use of PlayerNumber
PlayerNumber pn = pTN->pn == PLAYER_INVALID ? m_pPlayerState->m_PlayerNumber : pTN->pn;
m_LastTapNoteScore = score;
if( GAMESTATE->GetCurrentGame()->m_bCountNotesSeparately )
@@ -1645,6 +1650,7 @@ done_checking_hopo:
{
Message msg( "ScoreNone" );
MESSAGEMAN->Broadcast( msg );
}
break;
case ButtonType_Hopo:
@@ -2031,6 +2037,7 @@ void Player::HandleTapRowScore( unsigned row )
SendComboMessage( iOldCombo, iOldMissCombo );
if( m_pPlayerStageStats && m_pCombo )
{
m_pCombo->SetCombo( iCurCombo, iCurMissCombo );